Files
DedicatedServerCourse/Source/FPSTemplate/Private/Character/ShooterHealthComponent.cpp

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2026-02-24 22:39:26 -05:00
// Fill out your copyright notice in the Description page of Project Settings.
#include "Character/ShooterHealthComponent.h"
#include "Net/UnrealNetwork.h"
UShooterHealthComponent::UShooterHealthComponent()
{
PrimaryComponentTick.bStartWithTickEnabled = false;
PrimaryComponentTick.bCanEverTick = false;
SetIsReplicatedByDefault(true);
Health = 100.f;
MaxHealth = 100.f;
DeathState = EDeathState::NotDead;
}
void UShooterHealthComponent::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(UShooterHealthComponent, DeathState);
DOREPLIFETIME_CONDITION(UShooterHealthComponent, Health, COND_OwnerOnly);
DOREPLIFETIME_CONDITION(UShooterHealthComponent, MaxHealth, COND_OwnerOnly);
}
float UShooterHealthComponent::GetHealthNormalized() const
{
return ((MaxHealth > 0.0f) ? (Health / MaxHealth) : 0.0f);
}
void UShooterHealthComponent::StartDeath(AActor* Instigator)
{
if (DeathState != EDeathState::NotDead)
{
return;
}
DeathState = EDeathState::DeathStarted;
AActor* Owner = GetOwner();
check(Owner);
OnDeathStarted.Broadcast(Owner, Instigator);
Owner->ForceNetUpdate();
}
void UShooterHealthComponent::FinishDeath(AActor* Instigator)
{
if (DeathState != EDeathState::DeathStarted)
{
return;
}
DeathState = EDeathState::DeathFinished;
AActor* Owner = GetOwner();
check(Owner);
OnDeathFinished.Broadcast(Owner, Instigator);
Owner->ForceNetUpdate();
}
void UShooterHealthComponent::BeginPlay()
{
Super::BeginPlay();
}
bool UShooterHealthComponent::ChangeHealthByAmount(float Amount, AActor* Instigator)
{
float OldValue = Health;
Health = FMath::Clamp(Health + Amount, 0.f, MaxHealth);
OnHealthChanged.Broadcast(this, OldValue, Health, Instigator);
if (Health <= 0.f)
{
StartDeath(Instigator);
return true;
}
return false;
}
void UShooterHealthComponent::ChangeMaxHealthByAmount(float Amount, AActor* Instigator)
{
float OldValue = MaxHealth;
MaxHealth += Amount;
OnHealthChanged.Broadcast(this, OldValue, MaxHealth, Instigator);
}
void UShooterHealthComponent::HandleOutOfHealth()
{
}
void UShooterHealthComponent::OnRep_DeathState(EDeathState OldDeathState)
{
const EDeathState NewDeathState = DeathState;
// Revert the death state for now since we rely on StartDeath and FinishDeath to change it.
DeathState = OldDeathState;
if (OldDeathState > NewDeathState)
{
// The server is trying to set us back but we've already predicted past the server state.
UE_LOG(LogTemp, Warning, TEXT("HealthComponent: Predicted past server death state [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
return;
}
if (OldDeathState == EDeathState::NotDead)
{
if (NewDeathState == EDeathState::DeathStarted)
{
StartDeath(nullptr);
}
else if (NewDeathState == EDeathState::DeathFinished)
{
StartDeath(nullptr);
FinishDeath(nullptr);
}
else
{
UE_LOG(LogTemp, Error, TEXT("HealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}
}
else if (OldDeathState == EDeathState::DeathStarted)
{
if (NewDeathState == EDeathState::DeathFinished)
{
FinishDeath(nullptr);
}
else
{
UE_LOG(LogTemp, Error, TEXT("HealthComponent: Invalid death transition [%d] -> [%d] for owner [%s]."), (uint8)OldDeathState, (uint8)NewDeathState, *GetNameSafe(GetOwner()));
}
}
}
void UShooterHealthComponent::OnRep_Health(float OldValue)
{
OnHealthChanged.Broadcast(this, OldValue, Health, nullptr);
}
void UShooterHealthComponent::OnRep_MaxHealth(float OldValue)
{
OnMaxHealthChanged.Broadcast(this, OldValue, MaxHealth, nullptr);
}